Update demo documentation comments
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#*
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#*
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@tool
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@tool
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extends BTAction
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extends BTAction
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## ArrivePos: Arrive to a position, with a bias to horizontal movement.
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## Moves the agent to the specified position, favoring horizontal movement. [br]
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## Returns SUCCESS when close to the target position (see tolerance);
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## Returns [code]SUCCESS[/code] when close to the target position (see [member tolerance]);
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## otherwise returns RUNNING.
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## otherwise returns [code]RUNNING[/code].
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## Blackboard variable that stores the target position (Vector2)
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## Blackboard variable that stores the target position (Vector2)
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@export var target_position_var := &"pos"
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@export var target_position_var := &"pos"
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#*
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#*
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@tool
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@tool
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extends BTAction
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extends BTAction
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## BackAway
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## Moves the agent in the opposite direction of its current facing. [br]
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## Returns RUNNING always.
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## Returns [code]RUNNING[/code] always.
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## Blackboard variable that stores desired speed.
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## Blackboard variable that stores desired speed.
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@export var speed_var: StringName = &"speed"
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@export var speed_var: StringName = &"speed"
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#*
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#*
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@tool
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@tool
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extends BTAction
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extends BTAction
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## FaceTarget and return SUCCESS.
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## Flips the agent to face the target, returning [code]SUCCESS[/code]. [br]
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## Returns FAILURE if target is not a valid Node2D instance.
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## Returns [code]FAILURE[/code] if [member target_var] is not a valid [Node2D] instance.
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## Blackboard variable that stores our target (expecting Node2D).
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## Blackboard variable that stores our target (expecting Node2D).
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@export var target_var: StringName = &"target"
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@export var target_var: StringName = &"target"
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#*
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#*
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@tool
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@tool
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extends BTAction
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extends BTAction
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## Get first node in group and save it to the blackboard.
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## Stores the first node in the [member group] on the blackboard, returning [code]SUCCESS[/code]. [br]
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## Returns FAILURE if group contains 0 nodes.
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## Returns [code]FAILURE[/code] if the group contains 0 nodes.
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## Name of the SceneTree group.
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## Name of the SceneTree group.
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@export var group: StringName
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@export var group: StringName
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#*
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#*
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@tool
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@tool
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extends BTCondition
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extends BTCondition
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## InRange condition checks if the agent is within a range of target,
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## InRange condition checks if the agent is within a range of target,
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## defined by distance_min and distance_max.
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## defined by [member distance_min] and [member distance_max]. [br]
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## Returns SUCCESS if the agent is within the defined range;
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## Returns [code]SUCCESS[/code] if the agent is within the given range;
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## otherwise, returns FAILURE.
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## otherwise, returns [code]FAILURE[/code].
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## Minimum distance to target.
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## Minimum distance to target.
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@export var distance_min: float
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@export var distance_min: float
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#*
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#*
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@tool
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@tool
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extends BTCondition
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extends BTCondition
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## IsAlignedWithTarget
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## Checks if the agent is horizontally aligned with the target. [br]
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## Returns SUCCESS if the agent is horizontally aligned with the target.
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## Returns [code]SUCCESS[/code] if the agent is horizontally aligned with the target.
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## Returns FAILURE if not aligned or if target is not a valid node instance.
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## Returns [code]FAILURE[/code] if not aligned or if target is not a valid node instance.
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@export var target_var: StringName = &"target"
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@export var target_var: StringName = &"target"
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#*
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#*
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@tool
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@tool
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extends BTAction
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extends BTAction
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## MoveForward: Applies velocity each tick until duration is exceeded.
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## Applies velocity in the direction the agent is facing on each tick
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## Returns SUCCESS if elapsed time exceeded duration.
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## until the [member duration] is exceeded. [br]
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## Returns RUNNING if elapsed time didn't exceed duration.
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## Returns [code]SUCCESS[/code] if the elapsed time exceeds [member duration]. [br]
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## Returns [code]RUNNING[/code] if the elapsed time does not exceed [member duration]. [br]
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## Blackboard variable that stores desired speed.
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## Blackboard variable that stores desired speed.
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@export var speed_var: StringName = &"speed"
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@export var speed_var: StringName = &"speed"
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#*
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#*
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@tool
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@tool
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extends BTAction
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extends BTAction
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## Pursue: Move towards target until agent is flanking it.
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## Move towards the target until the agent is flanking it. [br]
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##
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## Returns [code]RUNNING[/code] while moving towards the target but not yet at the desired position. [br]
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## Returns RUNNING, while moving towards target but not yet at the desired position.
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## Returns [code]SUCCESS[/code] when at the desired position relative to the target (flanking it). [br]
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## Returns SUCCESS, when at the desired position from target (flanking it).
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## Returns [code]FAILURE[/code] if the target is not a valid [Node2D] instance. [br]
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## Returns FAILURE, if target is not a valid Node2D instance.
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## How close should the agent be to the desired position to return SUCCESS.
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## How close should the agent be to the desired position to return SUCCESS.
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const TOLERANCE := 30.0
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const TOLERANCE := 30.0
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#*
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#*
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@tool
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@tool
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extends BTAction
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extends BTAction
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## SelectFlankingPos on the side of a target, and return SUCCESS.
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## Selects a position on the target's side and stores it on the
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## Returns FAILURE, if the target is not valid.
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## blackboard, returning [code]SUCCESS[/code]. [br]
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## Returns [code]FAILURE[/code] if the target is not valid.
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enum AgentSide {
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enum AgentSide {
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CLOSEST,
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CLOSEST,
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@ -71,4 +72,3 @@ func _tick(_delta: float) -> Status:
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flank_pos = target.global_position - offset
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flank_pos = target.global_position - offset
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blackboard.set_var(position_var, flank_pos)
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blackboard.set_var(position_var, flank_pos)
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return SUCCESS
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return SUCCESS
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@tool
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@tool
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extends BTAction
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extends BTAction
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## SelectRandomNearbyPos: Select a position nearby within specified range.
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## Selects a random position nearby within the specified range and stores it on the blackboard. [br]
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## Returns SUCCESS.
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## Returns [code]SUCCESS[/code].
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## Minimum distance to the desired position.
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## Minimum distance to the desired position.
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@export var range_min: float = 300.0
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@export var range_min: float = 300.0
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